09
Nov
08

near-term release schedule

I’ve decided to beef up the internal AI somewhat by porting over some of the role passing work that my group and I did on the Cerebus robot.  That will let the characters do certain kinds of reactive planning and epistemic reasoning very very fast and essentially continually replan at frame rate.  Depending on the number of cycles I can get to do hacking, that ought to take a few days.  So I’m assuming it will take me three weeks.  So here’s the current release schedule:

  • Version -0.1
    Out now, depends on XNA 2.0
  • Version 0.0
    Out by November 15.  Port to XNA 3.0
  • Version 0.1
    Out by Thanksgiving.  Will include reactive planning for appetitive behaviors (basically, you’ll be able to say pick up X without first telling the character to walk over to X).  I’ll also put in some tweening that I haven’t bothered with in the past (right now, if you tell a character to grab an object, the hand and object snap together rather than the hand smoothly moving to the object).

After that, I’ll probably move to working on some simple social behaviors, but I don’t have a release schedule for those.

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